This is the chapter in which I will explain everything you want to ask or check.
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Stats:
Strength: People with high strength can lift heavier objects and inflict more damage, etc. They may also notice that their bodies are lighter, which allows them to exert less physical effort. linked to durability.
Vitality: The most animalistic, alien and important physical stat that ensures survival in most situations. Vitality is the body's ability to live longer, stay alive in the face of deadly damage, and avoid illness. Natural and enhanced resistance to and adaptation to external factors such as poison. In addition, the ability to regain both vitality and stamina more quickly.
Stamina: The ability of the body to withstand fatigue and exertion is referred to as stamina. Also, the ability to regain stamina faster.
Durability: the body's overall resilience, firmness, and inertia in the face of cuts and any other forms of damage is referred to as durability. Its equation includes bones and skin firmness, etc. linked to stamina and strength. Unlike powerful vitality, which becomes a malleable energy that may even cause the body to change and evolve during combat, once durability of similarly powerful level gets exhausted, harm cannot be averted or dismissed in any unusual way.
Dexterity is the ability to use one's limbs precisely and effectively in order to be a more skilled combatant, cause more damage, or effectively parry attacks. Its equation includes things such as precision, body balance and body control. Can increase agility to a reasonable extent.
Agility: The ability of the body to move, move in all directions, perform complex acrobatics, and move at high speeds is referred to as agility. Agility differs from dexterity in that it does not negate the need for combat experience and does not transform one into a fighting genius overnight when confronted with someone with extensive experience.
Perception: perception encompasses awareness, vision, smell, hearing, and other senses. Increased perception improves sensory abilities.
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Nen types:
(I simplified or added to the Hunterpedia information for this section because many people have difficulty interpreting nen natures.)
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Enhancement: The most balanced nen category, as well as the strongest in terms of physicality. Enhancers, as the name suggests, work on improving specific parts of their bodies or the abilities of items. However, the enhancement is not limited to physical matter. The basic idea is to "magnify" or increase the beneficial/harmful effects of something.
Enhancement Relationships:
100% Enhancement
80% Transmutation, Emission
60% Manipulation, Conjuration
0% Specialization
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Emission: Surprisingly similar to conjuration. Emitters can detach aura from their bodies and use it as projectiles, or they can create an external ability (similar to conjurers) that is invisible to people who do not have nen. The only real distinction between emitters and conjurers is this invisibility thing. (I don't recall if emitters can give invisible life to nen, but in Greed Island that volleyball dude Razor could, I think)
Emission Relationships:
100% Emission
80% Manipulation, Enhancement
60%Transmutation
40% Conjuration
0% Specialization
3/Transmutation:
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Transmutation: is one of the most difficult categories to grasp.
Transmuters primarily modify the shape and natural properties of objects. Anything, including aura. Anything else would be far too complicated to discuss.
Transmutation Relationships:
100% Transmutation
80% Conjuration, Enhancement
60% Emission
40% Manipulation
0% Specialization
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4/Manipulation:
Manipulators: as the name suggests, manipulate objects. This type is as broad as transmutation and should not be discussed in depth in the absence of additional information. They, on the other hand, have the ability to manipulate both living and inanimate objects.
Manipulation Relationships:
100% Manipulation
80% Emission
60% Enhancement, Conjuration
40% Transmutation
1% Specialization
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Conjuration: The second most mysterious and obscure nen category, but also the most expendable in some ways.
Conjurers summon and/or give things life.
Aside from being able to separate and shoot their aura from their bodies more effectively than conjurers and manipulate it even more effectively due to their proximity to manipulation, emitters can only do a few things that conjurers cannot.
Conjuration Relationships:
100% Conjuration
80% Transmutation
60% Enhancement, Manipulation
40% Emission
1% Specialization
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Specialization: The most disconcerting category. Specialization is not precisely defined. A specialist is any nen user who, due to the exotic nature of their abilities, cannot be classified into a single group. Some specialists can steal other people's nen, while others can see the future or predict deaths, and so on.
There are no skills that specialists cannot possess, (I think) and their abilities are frequently influenced by their surroundings.
Except for enhancers, it appears that Nen users of other types can become specialists.
Nen Relationships:
100% Specialization
80% Manipulation, Conjuration
60% Emission, Transmutation
40% Enhancement
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Four Basic Nen Fundamentals
Ten:
This technique allows a Nen user to contain aura by enclosing it around their body. It is the most basic technique. The body will be strengthened as a result, and the aging process will be slowed./////////////////////////////
Zetsu:
The stealth method. It prevents the aura flow from leaving the body. Because the body is rendered defenseless, this should only be used in combat if the user is confident in his natural defenses./////////////////////////////
Ren:
It entails practicing with and improving the aura created by Ten. It enables a person to generate and use unusual amounts of aura. Ren is comparable to a basic training exercise, which means it is required for anyone looking to gain power. Ren practice in specific environments can aid in the formation of a Hatsu. This is particularly true for transmuters.
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Hatsu:
Ren's technique for freely displaying the magical properties of the aura. It is also the last of the four basic Nen techniques. Hatsu enables nen users to transform their physical characteristics and creative thoughts into battle skills or useful tools./////////////////////////////
KO:
This method employs all four nen fundamentals. Ten, Ren, Zetsu, and Hatsu.
The individual focuses all of his or her energy on one point of the body in order to execute a charged and explosive strike. However, it sounds similar to Gyo, which only uses Ren.
On a similar power and talent level, Enhancers typically learn this skill faster than others./////////////////////////////
Ken:
A strong defensive technique in which a Nen user maintains Ren over their entire body. In comparison to KO, which concentrates all the user's aura on a single body part, Ken's defensive power is weaker on any given body part, but it allows the user to defend from all directions. As a result, it is appropriate for use when fighting against multiple opponents. To avoid running out of aura, one must be careful not to overuse it.
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Shu:
A ten application that allows a Nen user to envelop limbs or objects in aura. It primarily increases the lethality of the weapon or body part used.
When people apply Shu to a sword or a bullet, it sharpens and hardens.
When used on a gun, it compacts and increases the discharge force.
When applied to a bullet, it gains resistance and dynamism.
Enhancers typically learn this skill faster than others on a similar power and talent plane./////////////////////////////
En:
For detection purposes, the user stretches their aura in the surrounding area. They will then be able to sense the shape and movement of people within their En's range./////////////////////////////
Ryu:
The ability to instantly switch between Ken and KO. It enables the user to quickly concentrate or disperse the aura, making their offense and defense more dynamic. To use the appropriate amount of aura at the appropriate times, one must also employ their intellect.
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In:
It is a higher-level Zetsu application that can almost completely conceal a Nen user's aura. This technique is especially useful for catching your opponent off guard and performing sneak attacks with weapons/items.
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Gyo:
One of the most important advanced fundamentals. It is the technique that any newcomer should learn before engaging in life-or-death nen battles. The user focuses his Ren in his eyes to see the invisible aura or to improve his vision. It is useful for spying on opponents.
Gyo, on the other hand, can be used to defend against attacks, according to biscuit. (I'm guessing "KO" makes you more vulnerable elsewhere due to its insane charge requirements.)
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Complex Nen Conditions:
Covenants, Vows, and restrictions.
Restrictions: Conditions added to a skill to make it more powerful and easier to use. For those conditions to be simple to use, they must respect each nen nature principle. Nen users can purposefully muddle those requirements in order to improve a skill.
Vows: The user decides on a punishment if he breaks one of the restrictions imposed. The harder the penalty, the stronger the aura.
Covenants: Perilous agreements drafted by the user. Those conditions are addressed by either his conscience/soul or a spiritual entity. In exchange for something, the user borrows aura from his life force, dormant potential, or unconventional being.
To resume:
1/Restrictions are merely simple requirements to boost an ability
2/Vows serve as punishment for breaking restrictions
3/Covenants are sinister contracts someone uses to borrow power from nen.